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Terminator Salvation Review

Gamespot Review (PC)

This bare-bones movie tie-in is like a machine with synthetic rubber skin: it's not fooling anyone and you should stay away from it.

The Good

  • Postapocalyptic LA looks suitably ruined
  • Interesting cover mechanic.

The Bad

  • Simplistic, repetitive combat
  • Only five hours long; full retail price
  • So-so visuals hamper cutscenes
  • Problematic on-rails sequences
  • Doesn't convey any sense of drama or excitement.

If you've ever wondered why movie tie-in games have such a bad reputation, Terminator Salvation can provide an instructive example. Though this third-person shooter is technically sound, it seems to rely entirely on the presumption that you'll be so jazzed to be playing as characters from the movie that you won't notice how boring and shallow the action is. Most of the game has you jogging from skirmish to skirmish, fighting the same three enemies and using the same cover-and-flank maneuver. This quickly becomes repetitive despite the fact that the environments are diverse and detailed, and the few on-rails sequences fail to inject any substantial excitement into the proceedings. The campaign is only about five hours long, there is no online component, and the only multiplayer option is playing the campaign in split-screen mode. It's a sparse effort, yet it is brazenly offered at full retail price. Suffice it to say, it isn't worth it, and even Terminator fans looking for a futuristic fix should prepare for disappointment.

It's like shooting clay pigeons, only without the difficult trajectory.

The game is set two years before the events of the movie, and though it features some of the actors from the film, Christian Bale is notably absent. The story chronicles a particularly foolhardy mission, and it does a reasonably good job of depicting John Connor on his journey from foot soldier to leader of humankind. There are a lot of cutscenes (sometimes too many) that help lend the game a cinematic feel, but the not-so-great character models and general blurriness keep them from feeling dramatic. The thoughtful and detailed environments do a better job of setting the postapocalyptic stage, the PC sports higher resolutions than its console counterparts. Unfortunately, the system requirements are relatively high, and the video options are laughably limited. You can tweak your resolution, aspect ratio, and brightness, leaving players hoping for scalability out in the cold.

Regrettably, the action isn't as diverse as the environments. You spend the majority of your time in Terminator Salvation on foot, moving from location to location and dispatching mechanical menaces along the way. You move at a light jog unless you are sliding between cover positions using the clever radial movement menu. A semicircle pops up when you are in cover and point yourself toward another cover position, allowing you to select a new spot to move to. This mechanic makes maneuvering around the battlefield slick and easy, though it is plagued by inconsistency that can leave you exposed to enemy fire or trapped in a corner. Your AI teammate(s) can get you out of a jam by distracting the enemy or firing at its weak point, but they too are prone to inconsistency and aren't fond of using more-powerful weapons or explosives.

So it's up to you to grab the rocket and grenade launchers when you come across them and use them to take down tough enemies, such as the flying Hunter-Killers. With the exception of these HKs and a few other special guests, you fight only three types of enemies throughout the entire game. Each of these is weak to a specific munition, of which there are three loose categories: bullets, shells, and explosives. The three enemies match up to the three munition types, and this simple correlation makes combat very formulaic: destroy the flying drones with shells, shoot the crablike robots with bullets in their weak backsides, and blast the humanoid T-600s with explosives. You can obliterate weaker enemies with explosives, of course, but then you'll have to expend a huge number of bullets on the tougher ones to bring them down. This combat design essentially forces you to use the same simple tactics throughout the entire game. You get into cover, blast the enemy with the appropriate weapon, and flank when necessary. The only real threat is getting caught out in the open and riddled with bullets, or getting meleed by a T-600 (which can kill you with a swing of its arm even if it's five feet away and there is a barrier between you). With some light maneuvering, these threats are easily avoided, and enemies are more than happy to vigorously shoot at your cover position, waiting for you to destroy them.

At least the plants are thriving amid the apocalypse.

This repetitious combat is broken up by a bunch of on-rails sequences that put you on the back of a vehicle manning a weapon with unlimited ammunition. These sections are a good change of pace, but they are too lackluster and awkward to be fun. You never get to drive the vehicle, which could have been a thrill on the perilous ruined freeways of postapocalyptic Los Angeles, and it seems that the coolest stuff that happens is conveyed by a cutscene that disconnects you from the action. Shooting your enemies in these sequences is a bit tricky, and not just because you are both moving at high speeds. Your targeting reticle will often drift inappropriately, as if you were standing on a Roomba in the back of your vehicle instead of hunkered down in a fixed position. The struggle to compensate for your vehicle's motion, your enemy's motion, and your mysterious drift makes these sections more challenging and less fun.

Terminator Salvation is a completely linear adventure without any collectibles or hidden goodies to search for. Every weapon is highlighted with a green outline that is visible through walls, so you won't spend any time dillydallying. You can complete the story in under five hours, at which point your only options for replay are to play it in split-screen with a friend or to try it on a harder difficulty setting. This no-frills attitude runs throughout the whole game and reveals Terminator Salvation for what it is: a stripped cash-in attempt packed with dull, uninspired, and repetitive action.

Editor's Note: As detailed in this news story, the retail PC edition of Terminator Salvation is being recalled because of a problem that prevents it from being installed successfully. This problem doesn't affect the Steam version of the game that we reviewed, however.

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Classic game room Review (XBOX360)

Classic Game Room HD reviews TERMINATOR SALVATION for the Xbox 360, this game is also available on PS3, PC and iPod (no, I'm not kidding).

Play as John Connor and wipe the floor with Skynet using machine guns, shotguns, grenade launchers and RPGs. Blast those robots back to the 20th century!

This CGRHD review of Terminator Salvation the video game has gameplay footage from Terminator Salvation on Xbox 360 (and PS3 looks the same) showing gameplay of the game play in action during gunfights, combat and flanking maneuvers.

Developed by Grin this game has a very similar look and feel to Wanted: Weapons of Fate, but with less stuff in it. Terminator Salvation is a fun game to be sure... wasting Terminators, skinjobs and crab like tank thingies. Just don't expect a very long game. On the other hand gunfights are entertaining, it has the cool Terminator music score and blowing up enemies looks and sounds great. Flank most of the bad guys to shoot them in the back, blast the guys out of the air with the shotgun and even take control of one of those HUGE tank robot things from the beginning of James Cameron's 1984 movie, The Terminator.

Terminator Salvation is a 3rd person perspective TPS shooter with first person shooter elements. Swap guns on the go, lob grenades and blast those metal muthaf---- shut yo' mouth! DAMN! Earn 1000 Achievement points in the Xbox 360 version in a single playthrough and rid the earth of Skynet... sort of, at least until the movie. The events in Terminator Salvation the video game take place before the Terminator Salvation movie. Fun game, I just wish it was longer and had more to do.

Classic Game Room HD reviews the Terminator video game for Xbox 360 and by default other video game consoles right here on CGRHD, the place for the dopest down def classic and modern reviews on the Internet or in the ocean or anywhere else that exists. In fact, CGRHD is the epitome of hype and rules realms that don't even exist.

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IGN Review (PS3)

Terminator Salvation is a relaunch of the film franchise featuring Christian Bale's gravitas, amazing set pieces and slick camera work. The videogame version has none of these things. Christian Bale has been replaced by a non-descript actor, the action is fairly tame throughout and the cutscenes are stunningly ordinary. And yet despite the poor presentation, there are some clever gameplay elements that make Terminator enjoyable. Too bad that joy only lasts a handful of hours before the credits roll.

Taking place two years prior to the upcoming film, Terminator Salvation follows one day in the life of would-be savior of mankind John Connor. Los Angeles has been lost to the machines and the resistance is pulling back to regroup, but some of Connor's men have gotten themselves captured by Skynet. While the leaders of the resistance (Connor is still an up-and-coming punk) are willing to sacrifice the few for the good of the many, Connor goes rogue to save his buddies. And that is the entire plot of Terminator Salvation. There are no unexpected twists or insight into John Connor or the formation of the resistance. It's just an excuse to go from point A to B and fight many machines along the way. Not exactly the worst idea for a game, but it's certainly not very deep.

Terminator Salvation seems, ironically enough, a victim of time. There just wasn't enough to create a full game. There are a few moments that lack any cinematic punch. For example, early on you battle an HK (big flying ship) from inside the ruins of a building. When you finally shoot it down, you're told it's crashing into the building. But there's no cutscene that shows this awesome moment and nothing visually spectacular happens in-game. It's a dud, and many more moments like this fall flat throughout the four-hour adventure.

Check out our Terminator Salvation video review.Simply put, the presentation is shockingly poor. Bad acting, ugly cut-scenes, no Christian Bale, and a few story elements that are outright hilarious. The best and worst moments in Terminator Salvation are intertwined. The one shining cutscene (and coolest gameplay segment) is when the massive Harvester machine comes around scooping up humans. As I ran from this metal beast, I thought, "Damn, I can't wait to fight that thing later on." That leads to the worst moment in Terminator Salvation. Towards the end, one of your teammates warns, "The Harvester is still out there." Connor says not to worry, he'll handle it. The next scene shows Connor underneath a snoozing Harvester. With a few turns of a monkey wrench the Harvester is now yours to command. Wha??

Though there are definitely some rough elements to Terminator Salvation, the future isn't completely bleak. The gameplay is smartly crafted and often quite engaging. Salvation is a third-person cover shooter with skirmishes taking place in impromptu arenas throughout the ruins of L.A. Instead of worrying about progressing from cover to cover, moving from the back to the front, fights take place in 360 degrees. The machines are heavily armored and for most, you need to flank them to get at their weak spots. That's only possible by creating combat zones "in the round." Aiding this cover system is a radial menu that highlights a half-dozen angles you can take for cover. It's a great system and the one standout in an otherwise ho-hum movie-licensed game.

The enemy AI is tough and, I have to say, follows a logical attack pattern. The T-600s (humanoid terminators) go straight at you. They don't care about cover or flanking or protecting themselves -- they just walk forward and fire. The Spider is the most cautious, constantly realigning itself to keep its near-impervious frontside towards its attackers. Sometimes the Spider is too good (and too defensive), making it difficult to pull off flanking maneuvers. It seems more focused on you than your AI partners. This often turns you into the bait, leading the Spider to turn its back on your AI allies so they can destroy it. But your AI pals are sometimes total idiots and won't always take advantage of these moments.

Things are much better if you play cooperatively with a friend. As long as your friend isn't an idiot, you'll have an easier time getting to the weak side of the machines. The bad news is that there is no online co-op. It's split-screen only. Like I said, this is a game that just didn't have enough time to be fully fleshed out.

If you're on the fence about Terminator Salvation (and I think it's decent enough to be so), know that this is a very short game. I beat it in under four hours. There is no exploration, no items to collect, no cool Achievements/Trophies to earn outside those for beating the game. That should pretty much push you over to one side of that fence.

Closing Comments
The future isn't set. That means you still have time to cancel your preorder of Terminator Salvation. A harsh statement, certainly, but considering the latest in the man vs. machine saga can easily be completed in four hours, it's an accurate one. While Terminator Salvation has some good ideas and is fun at times, it lacks any replayability. And more importantly, it lacks the star of the film, which is a rather curious omission. Fans of the Terminator series or Achievements/Trophies should definitely rent this one, but it by no means merits a $60 purchase.


Credits : Gamespot, Classic Game Room, IGN, Youtube

Command & Conquer: Red Alert 3 Review

Gamespot Review

Red Alert 3 is a raucously fun strategy game that overcomes its issues with both style and substance.

The Good

  • The story and cutscenes are wonderfully corny
  • Fully cooperative campaign gives standard missions new life
  • Each faction is fun to play thanks to cool, balanced units
  • Vibrant visual design and smooth performance.

The Bad

  • Problematic pathfinding and other glitches
  • Clunky co-op invite system.

Where else but in the Red Alert universe could you pit transforming mechs against bears, or decide the fate of your mission by attacking floating fortresses with intelligent dolphins outfitted with sonic disruptors? Command & Conquer: Red Alert 3 doesn't take itself seriously, but that's what makes it so much fun to play. This is the most rambunctiously over-the-top strategy game to reach store shelves in years, filled to the brim with laugh-out-loud cheesiness and a cheerful disregard for political correctness. Underneath that kookiness is a fairly standard RTS with some noticeable flaws, but it's a great one nevertheless, thanks to entertaining units, a strong multiplayer component, and support for an online, fully cooperative campaign--a first for the genre.

Doing the time warp again.

So here's the setup, told in a hysterically overacted cutscene that could have been ripped directly from a bad sci-fi flick: Russian leaders, including the premier (played by a heavily accented, wonderfully hammy Tim Curry) travel back in time to kill Albert Einstein. The theory is that doing so will change the course of history, causing the Soviet Union to dominate as a world power. Instead, this bit of time tampering gives rise to a new threat, the Empire of the Rising Sun--and, of course, more broadly played histrionics. The whole thing is a live-action riot: JK Simmons as US President Ackerman is all anticommie swagger, and George Takei scrunches his face into superserious knots as the Emperor. Then there is Jenny McCarthy as Tanya, stroking an enormous toy gun in one scene, holding a sexy pose but still prepared to slit a man's throat in another. Skimpy, ill-fitting costumes, blatant computer-generated graphics, and bad accents--it's all quite wonderful, with tongue firmly planted in cheek.

All three factions--Soviets, Allies, and Empire--are fun to play, and though not dramatically different from each other, they’re distinct enough to make each of them feel fresh. For instance, Allied structures can be placed only after fully completed within the build queue (a standard C&C mechanic), whereas Soviet refineries can be placed immediately and assembled afterward. The new faction for the franchise, Empire of the Rising Sun, is even more flexible in this regard, but it also requires a bit of micromanagement. In this case, you queue up movable vehicular pods called cores that then unfurl into the appropriate structure. Additionally, most Empire structures (with the exception of defensive turrets) can be placed anywhere without the fetters of a nearby base, which makes them the easy choice for players who like to establish an early presence across the entire map. Of course, these differences extend to ore refineries, but in all cases, resource collection is more measured than in prior C&C games. Gem fields are gone, which makes ore mines your only source of income. The method of implementation is a departure for the Red Alert franchise, given that it generally means a one-to-one ratio of ore collectors to refineries and a resulting slower pace.

Nevertheless, a slower economy doesn't make for less explosive gameplay, and each faction boasts a number of awesome units to throw into the fray. Some of them, such as attack dogs and flak troopers, are carryovers from previous games. But no matter whether you're using familiar units or new ones, clashes are fiery and tense, especially when you've grasped the nuances of each unit's secondary mode. This is particularly true when playing as the Empire, considering that most of its units are more than meets the eye; they transform between two distinct states with differing strengths. For example, the mecha tengu can attack infantry from the ground or do antiair duty in the skies. This flexibility translates to most Empire units, making them fun to use as long as your finger is hovering near the F key on your keyboard, which toggles between unit abilities.

This isn't to say that Soviet and Allied units aren't equally entertaining to use. All factions use ground, air, and sea units, with many of them doing double duty in water and on land. For example, the ever-helpful Soviet bullfrog can transport troops across land and water (and can amusingly spew infantry a good distance with its man-cannon). Late-game skirmishes bring the best and most fun-to-use units, such as the Allied aircraft carrier, which sends a squadron of drones into the fray and is one of Red Alert 3's most autonomous naval units. The campaign introduces these units with style, and the size to which some of its maps expand will often keep you busy across the entire map, particularly during the frantic final missions.

Some units are helpful on land--and at sea.

The gameplay twist within the campaign is the addition of a co-commander. If you play on your own, this position will be granted to an AI player of a fair level of competence, and you'll be able to issue basic one-click commands, such as "hold this spot" or "attack this structure." There are also some contextual commands when mission objectives get more intricate and require very specific actions, such as destroying a reactor or capturing a building. This addition makes the largest campaign missions feel wonderfully dramatic, with engagements scattered across the map involving not just your own units but friendly ones as well. It also adds a bit more oomph to the light puzzle-solving missions so common to the genre ("take these three units and follow these specific instructions"), because it requires the assistance of your compatriot. On the other hand, it makes the campaign easier than you would expect, seeing as how your AI comrade will usually buy you enough time to rebuild if you make a costly mistake.

But as with most games, it's better to add a real friend than deal with the occasional questionable decisions of an artificial teammate, and Red Alert 3's greatest asset is its cooperative campaign, a first for the genre. Should you go this route, your online partner (co-op play is unavailable on a local network) will take the role that the AI otherwise would, making the specific objectives mentioned above even more satisfying. It's a treat to play this way, and as you can imagine, completing a mission with a real-life counterpart is more compelling; it's a wonder that strategy games haven't attempted this sort of venture before. Unfortunately, getting another player into the match is a bit cumbersome. You must choose the mission and then enter the online lobby to issue the invitation, and when you invite the player, the game offers no feedback to let you know that the invite has been sent. The invited player does receive a notification pop-up and an invite notice, though there are times when the invitee won't receive an issued invitation, for no discernible reason.

Although the single-player/co-op campaign is great, multiplayer should give Red Alert 3 the same longevity that Tiberium Wars and Kane's Wrath have enjoyed. This is where the strengths and weaknesses of each unit become clear, and where distinct faction differences are even more palpable. For example, should you play Empire, you'll find that the lack of early-game antiair units makes you extremely vulnerable to Allied air attacks. As a result, immediate base harassment is all but necessary, unless you want your ore collectors and refineries to face early retirement while you spend funds on tech that will unlock the necessary units. Compared to previous Command & Conquer games, Red Alert 3 matches are more measured, thanks to the slower economy. This means fewer early rushes and greater emphasis on scouting, as well as a better chance to get the most interesting units into the mix. The big game-changer here are special powers, which can be terribly devastating and can dramatically turn the tide of the match.

You can issue simple commands to an AI comrade, though it's better to add a friend.

There are 28 maps on which to play, an impressive number indeed. The best of these, such as Secret Shrine and the cleverly named Reef Madness, pleasantly mix land, sea, and air combat thanks to varied terrain that encourages entertaining mixes of units. All in all, Red Alert 3 is, with a few exceptions, relatively well balanced and thus an obvious choice for competitive strategists who wish to showcase their battle prowess online. Ladder and clan matches are available and function much the same way as they did in Command & Conquer 3, and as before, the in-game BattleCast option lets you broadcast your game to others, even allowing for someone to provide on-the-fly commentary. Like C&C3, it even comes with telestrator tools that let you draw directly over the match in progress like a sports commentator giving a play-by-play. If you need offline practice, you can skirmish against the AI, though the short live-action video intros that obscure the minimap when you encounter an opponent were a bad idea here. These portraits are a fun feature of the campaign but are annoying during stand-alone skirmishes when the need for a functioning minimap far supersedes any amusement that these scenes provide.

The overall Red Alert 3 experience is a raucous one, but it lacks the technical tightness featured in the last few Command & Conquer games. Pathfinding is probably the most noticeable and annoying issue, particularly when amphibious units are involved. Units get stuck jogging in place against a wall or stopping at the edge of a plateau, and the addition of water to the terrain seems to confuse them even more. We also ran into a number of glitches: Units clipped into bridges and got stuck, performed incorrect animations (for example, units would swim across land), and in several skirmish games, we could pull the camera out indefinitely until the screen went black.

Red Alert 3's visuals pop right off of the screen. The colors are bright and vivacious, and therefore perfectly suited to the game's in-your-face mirth. Tropical maps are drenched in golden light, and multicolored beach umbrellas dot the shores, both contributing to and contrasting with the visual splendor of exploding hammer tanks. They also feature possibly the finest water effects yet seen in an RTS game, and the sunlight dances pleasantly on the turquoise waves. Electrical effects such as those emitted by Tesla coils also deserve particular mention for the flashiness of their violent zaps. Units are detailed and the most unusual ones look really cool, so though Red Alert 3 doesn't push a lot of polygons, its lovely design brings a modern look to an older franchise while running smoothly on a variety of systems. One interesting graphical feature is the yellow outline that surrounds selected units, which is a neat choice but a double-edged sword. On one hand, it lets you easily identify your own selection on the screen and can be a welcome visual cue. On the other, the outline is a bit too thick, which makes it difficult to identify which type of units you've selected. It also makes it easy to get confused if a competitor chooses yellow as his or her unit color in a multiplayer match.

The colorful visuals go well with the story's joyful cheesiness.

Along with buoyant visuals comes an upbeat soundtrack featuring a fun mix of ambient music and rocking battle cues, not to mention an array of boisterous explosions. Although much of it is unremarkable, there are some real standouts used during the campaign, such as a flowing new-age track used in Soviet missions, and some jolly Asian-inspired themes that set the mood during the Empire campaign. And what would a Command & Conquer game be without fun unit responses? When special unit Natasha asks if you like her scope in that thick, fake Russian accent, it's hard not to let out a guffaw.

A few problems aside, Red Alert 3's cooperative campaign and cool new faction offer plenty of enjoyment for players who don't mind a little cheese with their meat. This isn't exactly the genre's next step forward, but it's a slick and entertaining evolution of a classic franchise that's hard to dislike. Rest assured, that quirky exterior masks a strong campaign and an equally substantial multiplayer component that will keep you and your dolphins busy well into 2009.

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Classic game room Review

Classic Game Room HD reviews COMMAND & CONQUER RED ALERT 3 Ultimate Edition for the Playstation 3 PS3 video game console.

From Electronic Arts comes the wildest Command and Conquer yet with girls, guns and giant robots! This CGRHD review of Command and Conquer has gameplay footage from Command & Conquer Red Alert 3 recorded in HD showing game play in this real time strategy video game.

Take command of the Soviets, Allies and Imperial Japan in this all out strategy game to the death. The storyline is entertaining and the cinematic cutscenes have actors like George Takei, Jenny McCarthy, Tim Curry, Jonathan Pryce, J.K. Simmons, Kelly Hu and Ivana Milicevic. Vinyl miniskirts, cleavage and helicopter gunships make Command & Conquer a well rounded game for boys who like RTS games and um... ladies. It's a great mix! Hours of gameplay, PS3 trophies and an arsenal of crazy weapons and machines make C&C Red Alert 3 the biggest game in the series to date.

Published by EA in 2009 for the PS3, this version has bloopers from the recording sessions and a short called The Women of Command & Conquer Red Alert 3. A must have for fans of the RTS video game genre.

Classic Game Room HD reviews PS3 games as a PS3 reviewer reviewing PS3 games like Command & Conquer Red Alert 3.

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IGN Review

You may think you know about the sneak attack on Pearl Harbor, but you don't. In Command & Conquer: Red Alert 3's alternate history, it's the Allies launching a surprise attack on Hawaii, a longtime stronghold of the Empire of the Rising Sun, and that's just the tip of the proverbial iceberg. Red Alert 3 puts tongue firmly in cheek and dreams up a bizarre world where armored bears parachute from the sky, transformable Japanese mecha wreak havoc, and Mount Rushmore is actually a secret military facility where Honest Abe's head shoots deadly laser beams out of his eyes.


Video Review - Watch or download the video here (HD available).


Red Alert has always been the more "colorful" of the Command & Conquer franchises. Its premise of time travel messing up the space-time continuum allows it to come up with some silly scenarios that are conveyed by scenery-chewing performances by actors in live-action video sequences. So with the Soviet Union facing defeat at the hands of the Allies, a trio of Russia's finest (played by Peter Stormare, Andrew Divoff, and Tim Curry) travel back in time to whack Einstein. This is a tip of the hat to the original Red Alert, where Einstein travelled back in time to whack Hitler. Job done, the Soviets return home only to discover that, like Eckels stomping on a butterfly in A Sound of Thunder, messing with time has unforeseen repercussions.

Take that, Lady Liberty!

What results is three campaigns that let you play from the perspective of the Allies, the Soviet Union, and the new Empire of the Rising Sun, basically a Japan that's led by Sulu from Star Trek and armed to the teeth with almost every notable Japanese cliché turned into a unit. There's the aforementioned transformable mecha as well as non-transformable samurai robots, high-tech ninjas, suit-clad engineers, and, yes, even a skirt-wearing schoolgirl armed with Akira-like psychic powers. Not to worry, because the Allies and Soviets can play silly too, with helicopters that shrink opponents to pint size, tuxedo-clad spies, armored zeppelins, and leggy female commandos.

The big new addition in Red Alert 3 is that the entire single-player game has been designed with co-op in mind. You can either play with another human being or with the computer, but basically you each control your own base and forces. If you're playing with a human, there's built-in voice-chat and an ability to drop markers on the map to get their attention. If playing with a computer, you can issue orders for them to seize a location, or strike a certain target. It's a good dynamic because it can make what are traditionally long slogs shorter; you effectively have double the forces that you would normally have in a traditional RTS. Quite often, I let my computer partner tackle half the map while I tackled the other.


She's so pretty.
There's also a naval element in Red Alert 3, as many maps incorporate bodies of water. You can build submarines, dolphins, carriers, and battleships, though the line between naval and land warfare isn't exactly cut and dry due to the amphibious nature of many units. Vessels can sprout legs or treads and roll up to dry land, and some land units can float. It adds an extra dimension that was lacking in previous C&C games, and it also lets the developers show off the gorgeous water tech.


Credits : Gamespot, Classic Game Room, IGN, Youtube

Dragon Ball: Raging Blast Review

Gamespot Review

Raging Blast captures the look of Dragon Ball but leaves out much of the excitement.

The Good

  • Visuals capture the look and feel of the series
  • Accessible controls
  • Rich assortment of stories and modes.

The Bad

  • Fighting system lacks depth and nuance
  • Characters all feel the same
  • Camera can easily lose sight of your opponent
  • Online is plagued by spoilsport disconnections.

Dragon Ball: Raging Blast is the latest in a long, long series of games that try to take the superpowered fighting action of the popular anime series and adapt it into a compelling fighting game. The results here prove to be mixed. The visuals ably reproduce the lightning-quick speed and tremendous power that make the battles in Dragon Ball exciting. However, the fighting system lacks the depth and nuance to actually capture that excitement, making Raging Blast a game that Dragon Ball fans may enjoy for its breadth of content but one that has little to offer the uninitiated.

No mountainside is safe from these warriors.

The fights in Raging Blast take place in huge environments throughout which characters can dash and soar in any direction. Movement is handled simply, with the left stick hovering you forward, backward, and to the sides, while the shoulder buttons are used to fly up or down. The camera is situated behind your character and generally manages to keep both you and your opponent on screen, except in situations when you are on different vertical planes. In moments like this, you're given a great view of your fighter's head or feet while your opponent is nowhere to be found. It's easy enough to locate your opponent again--the tap of a button will make you immediately rocket toward your rival--but it happens frequently enough to be a nuisance. And while at first glance the environments look as if they go on forever, this illusion is shattered the first time you find yourself impeded by one of the invisible walls that surround them.

The actual fighting offers a fair amount of complexity but very little depth. There's a comprehensive training mode in which Goku familiarizes Gohan with all of the techniques, and it takes some time to progress through it all. You'll practice dash attacks, charge attacks, smash attacks, and numerous other attacks, as well as defense maneuvers. It's quite a bit to take in, though unlike many fighting games, there are no tricky inputs to memorize for any attacks here. Some actions require a precisely timed button press to pull off, but at most, you'll need to push a thumbstick in one direction and tap a button to perform even the most powerful of attacks.

This focus on easily performed, extremely powerful attacks helps make the battles feel tremendous, with characters constantly being sent flying backward through the air with such force that any mountains or buildings in their way get obliterated. But it also prevents the core action from being very involving. Performing these devastating attacks that are the staple of every warrior's arsenal requires "ki," which you build up by landing relatively weak punches and kicks. There's no nuance to these standard attacks; they're all performed with just one button, which you can tap to unleash combos or hold down to charge up a more powerful attack that will send your opponent soaring. But these attacks do so little damage to your opponent that they're not very useful. The only reason to use these weak attacks is to build up your ki, which makes the majority of fights feel overly simplistic and downright predictable. Ki can also be accumulated by holding down on the D pad, leaving you temporarily vulnerable to attack, but this comes with its own set of problems. For a game whose focus should be intense fighting, Raging Blast requires you to spend too much time slowly building your ki power, drawing attention away from the more interesting aspects of combat.

Raging Blast has a wide variety of modes, the most interesting of which is Dragon Battle Collection. Here, you play through many story arcs from the series, such as the Saiyan Saga, the Frieza Saga, and the Androids Saga, as well as a number of what-if scenarios. Those familiar with the lore will likely enjoy reliving some of their favorite moments here, but the unfamiliar will find the storytelling so poor that they'll have a hard time making sense of what's happening, much less finding it interesting. There is some incentive to playing through these sagas because you'll unlock characters, special moves, and items that you can equip to improve a fighter's attack power, defense, health or some other characteristic. The grand total of more than 70 characters seems impressive at first, but that fades fast as you realize that they all feel pretty much the same in action.

Here come the pain!

In addition to the stories, Raging Blast has a standard assortment of fighting game modes, such as Arcade, Survival, Time Attack, and a Tournament option that allow up to 16 players to fight it out for supremacy. Unfortunately, competing against friends on the same console is tough to enjoy because the screen is split down the middle, which severely limits your view of the action. Online combat is a better option, but it's plagued by a significant percentage of competitors who won't hesitate to disconnect if things aren't going their way.

The visuals capture the look of Dragon Ball with striking success. The characters look as if they've stepped right out of the anime, with the smoothness and speed of the action found in the series faithfully reproduced here. The music is upbeat and catchy but much too repetitive. And while the voice actors bring the same steadfast enthusiasm to this material as they bring to the anime, you'll quickly grow tired of hearing the same few taunts.

The huge assortment of characters, stories, costumes, and other aspects of Dragon Ball lore cannot hide how shallow and uninspired the fighting mechanics are. There is no depth to your actions, making it a slow-paced race to be the first person to build up your ki power, which quickly becomes monotonous. With the wide assortment of deep and varied fighting games already on the market, it’s impossible to ignore the many faults present in this often-dull anime-inspired brawler.



IGN Review

Another year, another Dragon Ball game. Actually, Dragon Ball: Raging Blast isn't even the first one of the year, but that's beside the point. What matters is that many DBZ titles have come and gone, and for the most part in recent years, they've gotten better and better (even if just incrementally so). The issue with Raging Blast is that while it has a lot of content and some good online options, the actual fighting mechanics have taken a step backwards, and the game suffers because of it.

In terms of content, like I mentioned, you're getting a lot of bang for your buck. The Dragon Battle Collection allows you to play through a number of different DBZ sagas as well as some "what if" scenarios. Oddly, you don't have to play them in order as you can skip ahead to key moments in each saga. While you'll probably want to play them in order, this does allow you to skip battles that you have problems with.



Big hits are the focus, which isn't great.

One downside to the Dragon Battle Collection sagas is that the stories are told pretty poorly. Before each fight you have an option to catch up on the story, which is just a short text description of what has lead up to this fight. The problem is that some of this stuff isn't actually shown in any sort of visual method, so if you don't read these then you'll be really lost unless you've already seen these stories in some other fashion previously.

Outside of these story bits, you can try out the Super Battle Trial mode, which is a collection of challenges with different goals, like a survival fight or beating someone in a short amount of time. These are generally quick, one-off tasks that vary in what you need to do, and for my money, playing these short and different challenges (with plenty of rewards) were the most interesting bits for me.

Yet another option is the World Tournament, where up to 16 players can compete in a single-elimination tournament. Computer opponents can fill in for any open human spots. It's straightforward and simple, but being able to include a roomful of friends in your game to see who's best is certainly nice.

Then there's online. You have the option of ranked or unranked single matches, or to compete in a World Tournament with a selection of other players. What's cool is the number of customization options you have. You can play with people in your country or internationally, set whether you want default characters, upgraded guys or even downloaded characters and more of this sort. It's not an amazing list of options as the gameplay is still just going in and fighting someone else like you would the computer, but the customization options are fairly robust.

So all of that is mostly good, but then we come to the actual play mechanics, and that's where things begin to fall apart. To me, some past titles have built a good balance between super, ranged and melee attacks. You'd mostly do melee attacks, throw in some ranged stuff when someone backed away and then try to finish them off or change the tide with a special attack. Here, it feels like everything is there just to allow you to do special attacks, which makes melee combat feel like it's taken a back seat to the more flashy stuff.

The melee combat also feels unresponsive. Tapping the attack button doesn't mean you'll always attack. If you're facing an enemy and you're not doing something else already, you'll attack. Otherwise, probably not. There's a distinction there that makes it feel unresponsive and as if you're only allowed to do something if the game deems it OK to do so. The result is that you'll sometimes run up to someone and wail away on the attack button, but you won't attack right away, which is obviously problematic in a fighting game.

The characters look good, but some of the environments are bland.

There are also massive camera issues. The camera can go into the environment and seriously obstruct your view, or if your opponent is above or below you, you might not be able to see either character on the screen. Speaking of which, the game gives you no hint as to whether a character is above or below you, so you'll have no idea which direction to manually travel in. You can tap the dash button twice to quickly fly at them, but this almost always results in you being smacked around.

The problems continue. There are sections where you and your opponent will do the same thing at the same time, so a mini-game starts where you need to wiggle the control stick or whatever to get more "hits" than the other player. Get more hits in this game, and you're the one that causes all the damage. The problem is that there's no warning that this is about to happen, so the computer always gets the jump on you, and most of the time it's very difficult to recover.

Really, Dragon Ball: Raging Blast is like a $5 lunch buffet. There's lots of stuff to choose from, and some of the deserts are good, but the stuff that fills you up will give you a stomachache.

Closing Comments
There have actually been some good Dragon Ball games in the past few years, and that's true whether or not you're even a fan of the series. However, Dragon Ball: Raging Blast is not one of those games. Sure, there's lots of content, but the stories are poorly told (which alienates people who don't already know them) and the gameplay mechanics have numerous, numerous problems. Big DBZ fans may find something to like here, but you'd need to really like Dragon Ball in that case.


Credits : Gamespot, Classic Game Room, IGN, Youtube

Tekken 6 Review

With its beefy cast, impressive Scenario Campaign mode, and expansive customisation options, Tekken 6 is the new heavyweight in the fighting game arena

The Good

  • Fighting is fun, fast, and tight
  • Solid training options
  • Plenty of characters
  • Wealth of customisation options
  • In-depth Scenario Campaign mode.

The Bad

  • No offline Scenario Campaign two-player mode
  • Long load times.
Despite the dozens (and sometimes hundreds) of moves available per pugilist, intricate juggle combos, complex counters, and esoteric gameplay quirks that have evolved through five prequels, Tekken 6 is an altogether welcoming fighting game. For veterans, the game offers the most comprehensive roster in the history of the series, a new way to extend damaging combos, and enough change to--whilst not exactly feeling brand new--make it feel exciting to play Tekken again. For newcomers, the game's comprehensive training modes and expansive single-player beat-'em-up campaign serve as an enticing gateway into the world of the King of Iron Fist Tournament. For everyone else, Tekken 6 features the same outstanding qualities that have made the series a fighting favorite on consoles: deep yet accessible mechanics, as well as excellent extra features not seen in arcades. Whether you're a complete stranger to the series, an occasional masher, or someone who can pull off 10-hit combos without dislocating a finger, the superb Tekken 6 has plenty to offer you.

That abundance begins with Tekken 6's roster, which is a beefy lineup that features 41 fighters, including old stalwarts, such as Kazuya, Lei, Paul, Nina, Jin, and others. It also includes more recent additions from Dark Resurrection, such as Lili and the emo-Nazi look-a-like Dragunov. Even series veterans may find Tekken 6's jam-packed character selection screen a little overwhelming because it's initially tough to identify characters from their small portraits alone. But once you've found your favorites, experienced Tekken players will see that the tweaks and changes made to the move sets of returning characters are, for the most part, minor. Most characters get a new attack or two, some stances have been modified, and it seems the damage dealt by some of the more powerful combos in the past have been slightly toned down. Despite this, all of the returning characters feel completely familiar, so you'll never feel like you have to relearn your favorite fighter from scratch.

It's not all veterans, of course, with six new characters making their home console debut in Tekken 6. These include: Bob, a rotund American fighter who is deceptively speedy for his size; Leo, an androgynous German martial arts specialist; Miguel, a Spanish brawler who seems to rely more on power than speed; Zafina, a member of a mysterious secret order who sports some creepy and unusual stances; Alisa, a seemingly naive young girl who's actually a jetpack-and-chainsaw-wielding android; and Lars, who has some relation to the sprawling Mishima bloodline (hence his move set similarity to Jin and Kazuya). Of the new recruits, Zafina feels the most unique, thanks to her distinctive-looking moves that incorporate stance-based attacks, such as the off-putting tarantula, which sees her get down on all fours to creep low along the ground. Alisa is just sheer fun to play as given her frankly bizarre move list, which includes using her own head as an explosive and a whole series of attacks based on her chainsaw appendages.

A fembot with chainsaws for hands may seem overpowered in a fighting game, but Tekken 6 manages the tough task of presenting a well-balanced brawler despite the abundance of characters. For novices, Tekken's fight mechanics--each limb assigned to a button on the controller, with special moves usually performed via button combos and directional stabs on the D pad or control stick--are just as easy to get into as they have been in the past. Most of the hundreds of moves in the game are a cinch to perform individually, which means you'll be able to pull off some flashy moves from the get-go. Stringing them together into increasingly damaging combos, however, will take some practice, which is where the game gets deliciously deep. Juggle combos--where you launch your opponent into the air and try to keep him or her there--are still integral to the Tekken experience for expert players. Other important moves include throw counters, wall juggles, roll evasions, and various in-depth strategies. For those already comfortable with their various 10-hit combos, Tekken 6 introduces a new way to deal extended damage. The bound system essentially allows you to extend combos by slamming an airborne opponent into the ground, leaving him or her momentarily vulnerable for further strikes. Just as with juggles, each of the characters has his or her own bound launcher, and it's a great new addition for Tekken fanatics to explore.

While those with only moderate Tekken experience probably won't be performing too many juggle or bound strings, everyone will be able to make use of Tekken 6's other biggest gameplay addition: rage. Rage kicks in when your character's health drops to about 10 percent, bathing him or her in a red aura and significantly increasing the damage he or she dishes out. It's pretty exciting when you're able to pull off a miraculous win, thanks to your rage-fuelled strikes, but the rage system is one that's unlikely to change the course of most matches because by the time it kicks in, you're usually only one hit away from oblivion.

Zafina is one of the most interesting of the new characters.

Tekken 6 packs in plenty of gameplay, which starts with an Arcade mode. As in Tekken 5, Arcade allows you to gain ranks for each individual character you decide to try out. If you're an utter recluse or just don't have access to the Internet, the game also tries to emulate the experience of playing against real people by having your AI opponents appear with their own individual gamer names, win/loss ratios, and ranks. The AI here is strong--there are five difficulty levels to choose from, ranging from ridiculously easy to frustratingly tough, so there's a good chance you'll find a fit for your own experience level. If Arcade mode isn't your bag, then you can take on a virtually endless lineup of opponents in Ghost Battle, which is a mode that pits you against the ghost data of real players downloaded online. There are also the stock-standard fighter modes of Survival and Time Attack, as well as two dedicated two-player modes--VS Battle and Team Battle, the latter of which allows you and a friend to choose up to eight characters to fight in consecutive battles.

If you find yourself getting pummeled too often by your friends or the AI, Tekken 6 features a comprehensive Practice mode that allows you to polish your moves. Practice won't take you through the very basics (such as movement, blocking, throw counters, and more), but newcomers will still get plenty from this mode, thanks to the helpful way the game demonstrates every move. This includes showing you the specific timing required for each button and direction press. Practice can also help you shore up your defense, with a dedicated mode that lets you set an AI opponent's attack so you can better identify each move and counter it in a real match.

While previous Tekken home releases featured several extra modes outside of the one-on-one fighting core, Tekken 6 only has one extra: the beat-'em-up mode dubbed the Scenario Campaign. Unlike previous Tekken bashers, such as Tekken Force or Devil Within, this is no short-lived distraction. The Scenario Campaign is a surprisingly addictive multihour marathon that takes place over a wide variety of environments. It's also a must-play if you're at all interested in the story of Tekken 6, since it follows the adventures of two new characters--Lars and Alisa. During their adventures, they try to unravel the global-war-raging machinations of the Jin-controlled Mishima Zaibatsu, find out what part the Kazuya-controlled G Corporation plays, and discover just how the game's end boss (the Egyptian godlike Azazel) fits into the whole story. The Scenario Campaign is also the only place you'll see each character's full video ending, which is another highlight of previous Tekken games and definitely a winner for Tekken 6. After completing the first few levels of the Scenario Campaign, an Arena mode becomes unlocked. Acting like a truncated Arcade mode, Arena allows you to play through the storyline for all of the characters. It starts with captioned still images that outline their involvement in the latest King of Iron Fist Tournament and culminates in their ending movie. Unlike Arcade mode, however, you won't have all of the characters unlocked immediately--you'll have to unlock them by playing through the Scenario Campaign and defeating them when they appear as boss characters at the end of each level.

Item drops make the Scenario Campaign quite addictive.

But figuring out the convoluted plot of Tekken 6 isn't the only reason to play through the excellent Scenario Campaign. This mode could almost be a full game on its own, taking five or six hours to complete and having plenty of replay value, thanks to its compelling item-drop system. While the Scenario Campaign tells the story of Lars and Alisa, you can play the mode as any character you've unlocked, although all of the major cutscenes will still feature the two main protagonists. In terms of gameplay, the Scenario Campaign isn't too taxing on the old synapses--you and your AI-controlled partner Alisa will have to fight through waves of enemies. And while the controls are initially fiddly to come to terms with, you'll quickly get used to them. You can move freely anywhere on the screen using the left thumbstick, and when enemies are within view, you can use the D pad to pull off your character's moves and the right bumper to switch targets. It's a lot of fun, if a little repetitive, although it's a mystery why two-player offline co-op play wasn't included in this mode.

As opposed to Tekken's previous attempts at a beat-'em-up, the Scenario Campaign mode actually features a decent number of different enemy types and environments. And while it's easy for most of its duration, the difficulty ramps up considerably in its final few stages. But what makes it most worth playing are the items that certain enemies drop when defeated. These items are pieces of clothing for every Tekken 6 character, and there are literally hundreds to collect. These items include new shirts, pants, shoes, headgear, accessories, weapons, and more, with each item having its own unique properties that confer special bonuses when worn. You can find clothing that will increase your health; increase defense; add elemental properties, such as fire or ice, to your attacks; improve the value of items dropped, and much more. It's an almost role-playing-game-like loot system, giving plenty of incentive to keep playing Scenario to get better gear for each of the game's 41 characters.

But even if you don't play Scenario, you can still buy any of the hundreds of different costume items for each character using money earned in almost every other mode in Tekken 6. There's a ton of customization available here: Ever want to know what Panda looks like wearing a pink bikini? Don't like the particular shade of Lei's shirt? Think Eddie looks better wearing a baseball cap? Or would you prefer your Ganryu with angel wings? You can mix and match to your heart's content; thus, with some truly wacky costume options, it'll be easy to come up with a unique look for your favorite fighter.

Wacky character endings are a highlight.

You can show off your uniquely costumed character in Tekken 6's online modes, although any bonuses that piece of clothing may have in the Scenario Campaign won't carry over into proper bouts. The game has both ranked matches for battle points and friendly bouts where you can set up lobbies with up to three other people. The matches we played since the servers went live this week globally have been mostly stable with very few dropouts, but lag seems to be an issue with most matches. With slower connections, you'll notice a definite gap between your controller input and what's happening on screen, and there seems to be a very slight lag with even the fastest links. It's not unplayable, and if you're just after a few fun games against players online it plays well as long as you're on a decent connection. But anyone serious about their Tekken will recoil in horror at the input lag present.

A much more interesting online option is the ability to download ghost data from players all over the world. You can download up to 100 different "real" personalities, which you can then play in the offline game to help improve your skills against the top players in the world (your own ghost data becomes uploaded automatically). These ghost players do act noticeably different to the game's AI, and they're often a better option than trying to find stable connections to play online when you're hankering for some real competition. You can also download replays of people's matches, which is another great training tool if you want to see how the best go about their brutal business.

Tekken 6 looks impressive, but it's not the prettiest fighter out there. There are definitely some impressive details to be found on each character model, and the whole game runs smoothly at 60 frames per second, but some of the game's textures look rather bland. Skin, for example, looks pretty waxy, giving near-nude characters like Ganryu a mannequin-like look. There's also some noticeable aliasing to be found on the game's various stages, from which both the PlayStation 3 and Xbox 360 versions suffer. The game's stages, in fact, can be a little too distracting. There's plenty going on in each level, such as helicopters crashing, jets flying by, and even livestock milling around, but some of these aren't rendered in impressive ways. Seeing a poorly animated sheep or pig bounce away as you accidentally hit it, for example, just serves to draw your attention away from the solid fighting. Thankfully, the sound is quite impressive, with solid and bone-crunching effects adding a great deal of believability to your every strike. But perhaps Tekken 6's most apparent technical downside has to do with its load times. They're not so long as to break the game, but there are noticeable lags when matches load and character models appear on selection screens. Installing is practically a prerequisite on the PS3 version to get it on par with the Xbox 360, which features shorter load times from the get-go.

Make your characters appear as rad--or as bad--as you want.

While a bouncing pig may be a slight distraction and the online can be disappointing, it's nowhere near enough to dull the outstanding qualities that Tekken 6 has to offer. For fans, Tekken 6 is the most complete Tekken experience so far. It features a large roster, strong customization options, and tight mechanics, and it's sure to be a time sink as you enjoy battle after battle and strive to perfect your skills. If you're a newcomer, the game is as welcoming as ever, and there's plenty here to keep you occupied until you're ready to start busting out your own combos. If you're a fighting fan or are just curious to dip a tentative fist into the genre, then Tekken 6 is the game for you.



Classic Game Room HD - TEKKEN 6 review

Classic Game Room HD reviews TEKKEN 6 from Namco Bandai from 2009 for Xbox 360 (also available for Playstation 3 PS3). This CGR review of Tekken 6 has gameplay from Tekken 6 on Xbox 360 showing Tekken 6 game play (PS3 looks the same). This awesome fighting game for the 360 and PS3 has 40 playable characters that you can dress up in wild outfits with credits won during gameplay. Fight as men, women, androids, bears and other weirdos in Tekken 6! Stunning high def visuals and digital surround sound immerse players in one of the most exciting fighting games for this generation. Learn hundreds of button combos and moves for each of the Tekken 6 characters in practice mode, arcade, survival mode or online multiplayer gameplay. Players can also use their favorite characters in the campaign mode which is a fun action - adventure style of gameplay in Tekken 6. PS3 owners can unlock a Tekken 6 arcade machine for their Home apartment in Playstation Network.

IGN Tekken 6 Review

Fighting game fans have had quite a few things to be happy about this year. Street Fighter IV, Soulcalibur IV and BlazBlue all found their way to consoles these past several months and each game was very well received. If those fantastic fighters weren't enough for you -- or they just didn't float your boat -- a little game called Tekken 6 might be what you were waiting for. Following in a long line of arcade fighters, Tekken 6 continues the one-on-one, 3D tradition with the franchise's biggest roster yet, and some nice gameplay refinements.

Tournament-level players won't have much to learn, mechanics wise, from this article besides the fact that this is a great game and it works well on consoles. For Tekken newcomers, however, I'll tell you that Tekken 6 -- like its predecessors -- combines a pick-up-and-play mentality with the potential for seriously in-depth strategies and mind games. While Tekken is not for everybody, Tekken 6 should appeal to a fairly wide variety of fighting game fans.


Although the Campaign Scenario story mode might seem like the primary mode in Tekken 6, it's no more than a simple distraction from the real fighting at hand. What's most important here is the offline modes and online multiplayer, which all use the standard Tekken fighting engine in one way or another.

If you're planning on playing Tekken 6 on your own, you'll be able to enjoy the Arcade, Ghost Battles, Time Trial, Survival and Practice modes. The only things here that might be unfamiliar to fighting game fans are the Ghost Battles. This mode is actually one of my favorite elements in the single-player equation, as you're pitted against a steady stream of new AI opponents, or ghosts, that possess different ranks. At the end of the battle, you can use the D-pad to select your next opponent out of a list of three, or you can opt to end the Ghost Battle session. This mode is made even more palatable thanks to the monetary reward you receive after every victory.

You'll be earning some sweet coin for almost everything you do in Tekken 6. The primary use of money is to purchase extra customization items for every character on the roster. For example, earn enough cash and you can buy a sweet new jacket for your favorite fighter. Or perhaps you'll pay more than 1.5 million dollars on a ponytail haircut for Lili (I'm guilty of that one). Being able to constantly earn money for unlocking costumes is a great way to reward players that keep coming back for more.

Character customization is no fun if there isn't some rewarding gameplay to back it up. Fortunately, Tekken 6 has some extremely enjoyable gameplay to sink your teeth into. Once again, there are really only four buttons you need to worry about: one assigned to each limb of your character. With two punches, two kicks and then basic movement, almost anyone can pick up a controller and start mashing away to execute some basic attacks. However, there's a surprisingly deep system underneath the simple interface. Once you begin to study parries, counters, ukemis (falling and/or getting up from being knocked down) juggles, wall hits and more, you'll soon see that Tekken 6 is hardly a button-masher.

One of the first gameplay elements that might tip off a new player to the underlying depth of Tekken 6 is his ability to block from a neutral position. Players do not have to hold "back" on the D-pad in order to block in Tekken, which means you won't have to perpetually move backwards if you're trying to anticipate an oncoming attack. Of course, players must still perform a crouching block to defend against low attacks (the crouching block also helps you avoid high attacks), but this just enhances the amount of options you have for your defensive game.

His face says
His face says "not to be messed with."


More depth emerges when you examine the proper way to string combos together, which must be varied enough to prevent your opponent from predicting your next move and responding with a counter or side step. If you do happen to find your character on the ground and vulnerable to a follow-up attack, you'll have to learn the best way to get up. Do you roll to the foreground, background or away from your opponent? Do you get up right away and immediately block and/or crouch block? Or do you try and catch your opponent with a standing kick? Clearly there are subtleties at work here that must be studied.

When it comes to the actual fighters, Lars and Alisa are the newest characters to join the Tekken roster (next to Bob, Leo, Miguel and Zafina, who appeared in the original Tekken 6 arcade version before the updated Bloodline Rebellion arcade machines were available). The fresh faces are respectable additions to the roster -- at the very least in terms of their aesthetics. I really enjoyed playing as Alisa, if only for her ridiculous move set. This move set includes handing her own head to her opponent and waiting for it to explode, as well as using her chainsaw arms, booster wings and rocket-powered feet. If you didn't already know, Alisa is a robot.

Of course, the real bread and butter of Tekken 6, like all fighting games, is the multiplayer, and you'll find plenty of multiplayer action here. Not only do you have the classic one-on-one local matches that you would expect out of a console fighter, but there's also a team battle option to enjoy. This mode allows you and a friend (or the computer, if you're playing alone) to pick out up to eight characters to fight with in a row. This is not a tag team setup, but just another way to enjoy some competitive shenanigans.

When facing another human player, all the strategies of Tekken 6 come to the surface. Trying to read your opponent, interpret his or her attacks and stay on top of your ground game is what makes Tekken 6 enjoyable. To sweeten the deal, Tekken 6 also has some online functionality to take advantage of. Gamers can play in either ranked or unranked matches (and peruse leaderboards) fairly easily. During our play tests of Tekken 6's online stability, I found the game to run just fine once the matches got started.


The real problem comes from the game's load times, which are poor all around. Not only is there a frustrating amount of loading before an online match (while the two players sync up) but there's some unusual loading peppered throughout the entire Tekken 6 experience. Even selecting a fighter off the character select screen takes a fair amount of time, as the character models pop into existence after a hefty delay. This issue is present on both the PS3 and 360 versions, even after the PS3 version's optional install of more than four GB. These awkward load times, while disappointing, are still tolerable and won't spoil Tekken 6. I just wish we could have seen the game perform a little better.

My only other disappointment with Tekken 6, if you could call it a disappointment, is the Campaign Scenario mode. This scrolling brawler really is a distraction at best, as the bland environments, repetitive enemies and the absurd odds stacked against you during boss fights make this mode terribly frustrating. Unfortunately, Campaign Scenario is the absolute best place to earn money and items for character customization. If you're a sucker for new outfits like I am, you'll have a reason to play through this mode.

In Campaign Scenario, you'll follow Lars and Alisa as they attempt to... do something. Honestly, the Tekken storyline makes little sense at this point so don't even try to keep up. All you need to know about Campaign Scenario is that it forces the Tekken combat engine into a classic beat-'em-up format, which doesn't quite work that nicely. I appreciated the ability to cycle between targets with the push of a button, but the entire system just feels clunky, especially when you lock on to an enemy and lose the ability to run around the environment freely and keep yourself out of trouble.

Campaign Scenario mode could have been better. But you knew that, didn't you?
Campaign Scenario mode could have been better. But you knew that, didn't you?


My final frustration with Campaign Scenario comes from dying at a boss fight, as you must restart the entire level over again. You can even be knocked off a ledge on a whim and you have no choice but to die instantly and start over.

Closing Comments
Although beginners can get by in Tekken 6 by mashing buttons, the real fun comes from learning the game's intricate sub-systems and developing a sense of the mind games that play out about between two skilled opponents. Tekken 6 has a lot to offer, including a massive roster, refined gameplay, plenty of modes, online multiplayer and an absurd amount of character customization options.

It's a shame that the game's load times aren't better, because the awkward pauses between matches interrupt the otherwise frantic and heart-pounding pacing of combat. That, coupled with the dry Campaign Scenario, keep Tekken 6 from being the absolute best it could be. With that said, Tekken fans will certainly gobble it up and I think gamers unfamiliar with the franchise should give it a shot. The unique mix of an easy-to-use interface with intensely deep strategies is definitely worth checking out.


Credits : Gamespot, Classic Game Room, IGN